Pitch Condition

The pitch condition has an impact on the field of play. The field condition for any new pitch begins as Standard. The pitch condition may be modified by any Kick-Off table result as well as the highest impacting Weather table result for the game. Pitch condition modifiers are cumulative with any other modifiers.

Condition

Dry

Wet

Icy

Cut

1

No Condition

No Condition

No Condition

No Condition

2

No Condition

No Condition

No Condition

No Condition

3

No Condition

No Condition

No Condition

No Condition

4

Steady:
No Effect

Dew:
No Effect

Whitened:
No Effect

Marked:
No Effect

5

Compact:
Roll d6: 4+ = Firm

Moist:
Roll d6: 4+ = Greasy

Frost:
Roll d6: 4+ = Slush

Gritty:
Roll d6: 4+ = Scarred

6

Firm:
+1 to catch bouncing ball

Greasy:
-1 to catch bouncing ball

Slush:
Kickoffs do not bounce

Scarred:
Ball bounces twice

7

Sure:
All players gain Sure Feet

Slick:
+1 to dodging

Sleeted:
-1 to dodging

Churned:
-2 to Kick rolls

8

Dusty:
-1 to catch or intercept

Damp:
-1 to exert

Frigid:
All players gain Sprint

Indented:
-1 to leap

9

Sandy:
All players lose Sprint

Watery:
All players lose Sure Hands

Unsteady:
All players lose Stand Firm

Steady:
Ball scatters additional square

10

Dry:
-1 AV if hit the floor

Wet:
+1 AV if hit the floor

Icy:
3+ to make a foul

Cut:
-1 AV when hitting the floor

11

Dust Bowl :
Referee vision halved (down)

Slippery:
All players lose Shadowing

Slippery:
All players gain Side Step

Loose:
-1 to dodging

12

Hard:
Roll AV on failed exerts

Soaked:
-1 MA

Shards:
Roll AV on failed exerts

Gravel:
-1 to exerting

13

Cracked:
Ball scatters three times

Drenched:
+2 to picking up the ball

Frozen:
All players gain Tackle

Pebbles:
Roll AV on failed exerts

14

Dust Storm:
2+ to participate in drive

Saturated:
No player may dodge

Tundra:
All Stunned players are KO'd

Stoney:
+1 to fouling

15

Baked:
Additional 3+ after gaining possession of ball or fumble

Marshy:
No player may exert

Ice Rink:
Any player who is dodged away from must roll 2+ or count as if they failed the dodge

Rocky:
All players gain Bullet Throw but do not need ball to use it

16

Parched:
All players must roll 4+ to use a team re-roll

Running Water:
Ball travels d6 when scattered

Ice Sheet :
All players gain Stunty

Treacherous:
All players must make exert roll at end of action

17

Arid:
3+ to participate in drive

Bog:
-2 MA

Ice Floe:
All players must roll 2+ to enter a square or their action ends

Crumbling:
+2 to all injury rolls

18

Beach:
-3 MA

Running Water:
Ball travels d6 when scattered

Permafrost:
All players on the pitch face armour roll every turn

Rubble:
All players make exert roll at start of turn or cannot take action

19

Desert:
Each player 2+ each turn or face injury roll as if pushed off pitch

Lake:
Any stunned player must roll d6: 1 = dead

Glacial:
Any player on the floor receives injury roll as if pushed off pitch

Landslip:
2+ each turn or all players and coaches in both dugouts face dead or injured roll (max 1/half)